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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 20, 2024, 12:21:44 pm »In Russian localization 'Wrecked Alenhed' in called 'Разибтый ксенодроид', it should be 'разбитый'.Fixed.
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In Russian localization 'Wrecked Alenhed' in called 'Разибтый ксенодроид', it should be 'разбитый'.Fixed.
missionScripts:
- type: CultManorBlackLotus
firstMonth: 10
lastMonth: 14
executionOdds: 2
missionWeights:
0:
STR_CULT_MANOR_BLACK_LOTUS_ASSAULT: 100
regionWeights:
0:
STR_SOUTH_EAST_ASIA: 100
STR_AUSTRALASIA: 20
STR_PACIFIC: 10
STR_INDIAN_OCEAN: 2
useTable: false
researchTriggers:
STR_DESTROY_BLACK_LOTUS: false
startDelay: 30
randomDelay: 43500
alienDeployments:
- type: STR_CULT_MANOR_BLACK_LOTUS_ASSAULT
width: 60
length: 60
height: 10
alert: STR_ALERT_CULT_MANOR_ASSAULT
alertBackground: CULT_BACKGROUND.SCR
alertDescription: STR_CULT_MANOR_BLACK_LOTUS_ASSAULT_DESCRIPTION
briefing:
background: NINJA_BACKGROUND.SCR
palette: 1
music: GMENBASE
music:
- SW_MONSTER
markerName: STR_CULT_MANOR_ASSAULT
markerIcon: 29
points: 3
abortPenalty: 100
baseDetectionRange: 300
baseDetectionChance: 80
huntMissionMaxFrequency: 10000 # in minutes
huntMissionWeights:
0:
STR_CULT_MANOR_CAR_INTERCEPTION: 100
genMission:
STR_CULT_INFILTRATION_BLACK_LOTUS: 30
STR_CULT_STREET_FIGHTING_BLACK_LOTUS: 15
genMissionFreq: 5
alienBaseUpgrades:
0:
STR_CULT_MANOR_BLACK_LOTUS_ASSAULT: 100
5:
STR_CULT_MANOR_BLACK_LOTUS_ASSAULT: 70
STR_CULT_GREATER_MANOR_BLACK_LOTUS_ASSAULT: 30
10:
STR_CULT_GREATER_MANOR_BLACK_LOTUS_ASSAULT: 100
terrains:
- COMRCURBAN
script: MANOR
data:
...
alienMissions:
- type: STR_CULT_INFILTRATION_BLACK_LOTUS
operationType: 1
objective: 3
spawnZone: 3
siteType: STR_CULT_INFILTRATION_BLACK_LOTUS_SITE
raceWeights:
0:
STR_BLACK_LOTUS: 100
waves:
- ufo: STR_MEDIUM_GROUND_CONVOY
count: 1
trajectory: P_CHWC1_Z3
timer: 9000
objective: true
objectiveOnTheLandingSite: true
Hello kenshi I am working on porting XCF (by solarius) and XCFA (alice/8mono) with resound mod into one XCF mod port to FTA custom OXCE made by finnik. am I allowed to use and play around with the resound mod files and include it in my Xcom files mod port?
The Gilldog research you get from deep ones and aquatoids is different, but not in any meaningful way, to the gilldog research you get from syndicate scientist, Dr Alpha and researching a live gilldog.
alienDeployments:
- update: STR_ALIEN_BASE_ASSAULT
genMission:
STR_ALIEN_SUPPLY: 50
STR_ALIEN_HARVEST: 50
genMissionFreq: 6
alienDeployments:
- type: STR_ALIEN_BASE_ASSAULT
...
genMission:
STR_ALIEN_HARVEST: 100
genMissionFreq: 3
-Mongorn Anzug
-Bio-electric Taser Clips
-Quillbow
-Dart musket
These ones I can craft and I have no mods installed
Wonder if this mod was integrated in the game now because I can make all these items (I'm using the last public version available)
For getting tile, you can now access it directly from battle game in any modifying script hook. only problems is mark tile to alter as we do not have lot of feedback what is in tile aside of items or units.
Name: Tile.isDiscovered Args: [ptr Tile] [var int] Desc: Check what part of tile is discovered, 0x1 - floor, 0x2 - westwall, 0x4 - eastwall
Name: Tile.makeDiscovered Args: [ptre Tile] [int] Desc: Make part of tile discovered, 0x1 - floor (will make both walls visible too), 0x2 - westwall, 0x4 - eastwall
Script operations:
Name: Tile.setDeathVersion Args: [ptre Tile] [var int] Desc: integer - what part of tile must be convert to death version, 0x1 - floor, 0x2 - westwall, 0x4 - eastwall
This is a more general question. Would it be possible to trigger the build process automatically for tagged subreleases, say 7.14.1, 2, etc.? So that users could grab the latest subrelease from https://openxcom.org/oxce/release/ (or some other site or directory) to more easily test new things. As far as I understand currently you would need to compile it youself, which is a high bar for most people.You can download any test or latest build without manual compilation from the http://108.61.157.159/versions/win/